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2011-02-17, 11:37 AM | [Ignore Me] #1 | ||
Colonel
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Been thinking of something a bit now, and I think it sounds like fun.. Items or variants that can only be accessed by having combinations of certain certs. The variants one is what got me started, so I'll just roll with that. This will also involve a bit of vehicle customization, but I think it would work fine for a couple vehicles, especially something like an APC/jeep which have always been pressed into multiple duties.
So, deliverers have 2 guns, and a cargo slot, and depending on certs, you can change these out to fill particular needs. The basic cargo slot is, of course, additional seating. Now then.. Ground Support - Allows you to remove the seating and add a spawn point to your deliverer. Engineer - Allows you to place a vehicle repair gizmo to cargo slot. Advanced engineering doubles the rate and allows vehicles to get items. Medic - Allows you to place an Infantry heal aura onto the cargo slot. Advanced medic doubles the rate, and adds repair. Infiltrator - Cloaking field generator. AV - Allows you to replace the turrets with AV oriented turrets. HA - Allows you to replace the turrets with close range AI oriented turrets, perhaps like the ground pounder. SA - Allows you to replace the turrets with AA oriented turrets. You get the idea. You could do this with other things too. I mentioned the idea in another thread of allowing the Lodestar to drop heavy field fortifications. Perhaps you could do so, provided you have both the air support and the relevant advanced engineer cert. Edit: I just figured, that, for something like the deliverer, it might be quite nice if you could eject the cargo item and leave it in the field. You could drive around and get some kills, perhaps, and you could also eject it if you needed to give people a ride. Last edited by CutterJohn; 2011-02-17 at 11:53 AM. |
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2011-02-17, 11:43 AM | [Ignore Me] #2 | ||
Corporal
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Funny enough this is similar to my idea about modules to put into turrets and other things. So yeah I am for it. But I am a huge customization guy. I know this game doesn't really support crafting but that is one thing I wish we could do is make custom weapons with limitless options maybe a higher power spring to go into a bolt action rifle or or surpressor addon to a rifle, maybe even a cloaked weapon module or what not.
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2011-02-17, 11:30 PM | [Ignore Me] #5 | ||
First Sergeant
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Yeah, every time i read one of this guy's posts, I find myself thinking. Damn, right on the money, who posted this any- It would be him.
Anyway, when I saw the topic, I thought you might've stolen one of my previous ideas that I've never gotten around to posting. Pretty much, everyone gets 11 cert points, including subscribers, although the subscribers have access to Certification packs, like the Heavy assault pack (med assault and heavy assault) for the price of 4 certs. Small things like that to stop players from becoming one man armies. Anyway, on topic. I like this, and it could probably fit in well with Dvidd's whole 'vehicle overhaul' plan. If you swapped out a hardpoint with some sort of module or bonus you get from having certain certifications. So you could add a medic module to your galaxy instead of having a tailgun (in hindsight, this would be a bad idea, get it?) to heal friendlies. |
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2011-02-18, 01:40 AM | [Ignore Me] #6 | ||
Contributor Major
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While it's more intriguing than straight up modular vehicles, I get the same queasy vibe from it. I like knowing what that thing on the horizon can do. I think it's good for the game.
What I'd rather see are straight up variants that might require multiple certs. The notion of a deliverer variant with an equipment terminal (going for a full-on respawn tube is too AMS-like, if you ask me, but having reloads and loadout swapping is still valuable), for instance, is interesting. Go for it, but make it a separate vehicle that requires both the AMS cert and the deliverer cert, and is visually distinct from the deliverer, perhaps in paint scheme or just making sure the terminal is easy to spot from a moderate distance. |
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2011-02-18, 02:07 AM | [Ignore Me] #7 | ||
Colonel
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I disagree that its too AMS like. It has a considerable disadvantage over the AMS, the lack of a cloak. And the higher cert cost. But it has its own advantages too, the gunners it can carry.
As for the argument of being able to know what is what.. I can understand the idea, but at the same time, this most certainly does not apply to MAX units or infantry armors. Of course the weapons up top should have distinctive shapes so that you can see the difference from a middlin range, and the different cargo mods would ideally change the look as well, but I really don't see the need to broadcast the changes across the map. Some battlefield chaos is nice. Anyway, some further ideas on cert combos. CE + SA = Mine launcher, to rapidly help setting up mines. Of course... CE + Buggy = Mine clearing attachment instead of radar Sniper + MA = Something like the HSR. Err.. Unless sniper requires MA anyway.. I can't remember now. But AV.. AV could just be rocket launchers, while sniper + AV gives access to lancer-like heavy antimaterial rifles. MAX + Advanced medic + engineer = Support max? Why not. Heh.. I'm reminding myself of Magicka... Last edited by CutterJohn; 2011-02-18 at 02:15 AM. |
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2011-02-18, 09:33 AM | [Ignore Me] #10 | ||
Contributor Major
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The thing that differentiates vehicles from MAXes and infantry on the "identify your foe" rule for me, I think, is that infantry and MAXes have a tighter range of abilities. All MAXes (of an empire) have the same mobility and hp, and are weak to the same weapons, and, generally, if you have the right thing to kill a MAX, it doesn't matter which MAX he is, you can kill the MAX.
Likewise, I have a generally good idea of my capability against a given infantry armor type. I know whether it's faster or slower than me, I know how long it'll take me to kill it, and, honestly, most of the important weapons are fairly distinctive from a relevant engagement range. I can tell a MCG from a repeater from a rocklet launcher at 40m. Might the repeater be a looted gauss? Possibly, but honestly, that's pretty trivial for my combat decisions. |
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2011-02-18, 09:34 AM | [Ignore Me] #11 | ||
I'd like to see a cert called Big Pimpin'. It costs six cert points. It gives you a big caddy or maybe a tricked out '67 Fury II with a big back seat, and those positions are filled with scantily-clad NPC chicks whose sole job is to get close to you and press "G", if you know what I mean (and I think you do).
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2011-02-18, 11:11 AM | [Ignore Me] #13 | |||
Master Sergeant
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Sounds OP |
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2011-02-18, 02:13 PM | [Ignore Me] #15 | ||
Major
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Definately a must-have. Specialization gives identity and diversity where as the old systems is like being lost in a rainforest. So much shit going on and no status -- "who gives a fuck about you?"
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[URL="http://t.co/wHak5U5R"]Floating Mountains[/URL PlanetSide 2: Alien Incursion (PlanetSide 2 Steam Community Group) Last edited by Tikuto; 2011-02-18 at 02:14 PM. |
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